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# This text file is for placing encounter data for each map. This file will be converted
# to a runtime format when you run a playtest of the game from RPG Maker XP.
# To change the wild Pokemon, edit the file encounters.txt in the game folder, and then run a playtest of the game from RPG Maker XP, since it sets the $DEBUG global variable to true. If you already tried to edit that file, I'm afraid the instructions there weren't clear enough. The game doesn't use the text file directly, but rather accesses the data in a compiled form. If the $DEBUG global variable is set to true when the game starts, the game will compile the text file to a format that it can understand.
# Each section begins with an ID of the map (check the middle of the status bar),
# then contains a line containing the densities for land, caves, and water, then
# one or more subsections. Each subsection contains one of the following:
# Land - For grass, etc.
# Cave - For caves, etc.
# Water - For water.
# RockSmash - Encounters after smashing a rock
# OldRod - Fished with Old Rod
# GoodRod - Fished with Good Rod
# SuperRod - Fished with Super Rod
# After that follows the encounter data. For Land and Cave encounter types,
# each entry must have a species and level, separated by commas. Rarer
# species should be placed lower in the list. For all other encounter types,
# each entry must have a species, minimum level, and maximum level, separated by
# commas. Each species entered must be capitalized with no spaces. Note
# in particular the following cases:
# NIDORANmA, NIDORANfE, FARFETCHD, MR_MIME, PORYGON2
# Depending on the encounter type, the number of entries required varies:
# Land/Cave: 12 entries (20, 20, 10, 10, 10, 10, 5, 5, 4, 1)
# Water/RockSmash: 5 entries (60,30,5,4,1)
# OldRod: 2 entries (70, 30)
# GoodRod: 3 entries (60, 20, 20)
# SuperRod: 5 entries (40, 40, 15, 4, 1)
011 # ID of the map (check the middle of the status bar)
25,10,10 # Comma-separated line with Land, Cave, Water densities (25 is average)
Land # One of Land/Cave/Water/RockSmash/OldRod/GoodRod/SuperRod
PIDGEY,22
RATTATA,32
PIDGEY,32
RATTATA,32
RATTATA,32
PIDGEY,32
RATTATA,32
RATTATA,42
PIDGEY,42
RATTATA,42
PIDGEY,42
MEW,2
Water
MAGIKARP,2
GOLDEEN,3
POLIWAG,3
FEEBAS,3
FEEBAS,3

so now a little bit slower:
what i want/need: combination of the event-appearing-function. with the variable and selfswitch i made to let an event appear, after another one was activated. now i want to let the appeared one also activates another event.

and what doesnt work in my game: u go to the house of the prof. (like in the classic game). its the upper one, the big one. there u go to the prof. then a text message appears. then u talk to the prof. then go to the pokeballs, look at them (both). then the profs comes closer. u go to him. then choose one pokemon. and then he should go to the pc. but instead of going to the pc he just goes one step up. and i dont know why.
so good sleep XD i go and get lunch

EDIT:
Now i have created the first battle route, but it doesnt work..i used bushes all over the way, but the enemies doesnt appear. do i have to do special settings??

lol okay now im not the only one whos asking so many questions :D now i feel better XDD ahm.. the one who asked how to change starter pokemon, it was already answered here on page 5 i have asked it before, if u still have the problem: go to scripts, scroll all down, the one before main (i think its pokemonutilities) and there u can change the starter pokemon, just scroll down slowly till u see the number 6, change it to one and the pokemon numbers to the ones u want.

and i have a new question i want to create a game exactly like the original story (only with new routes and cities, the same name but they look different than in the original games...) and so i want to have misty and rocko walking behind me. i just made it with events, so that misty join me. and the running thing i did with move action - walk to the player. but it only works for one map. and when it came to a new map, then i have to do the same event again, where i step on, then the character runs behind me. but i dont have enough fields left on some maps to set it xd and then theres the problem with disappearing after i went with her to her arena, now i thought to use an item, that she gives me and i lose when she lefts, and so on..but thats soo complicated, isnt there an easy way? i think some years ago i found a script for xpmaker 2000, where this problem was solved. but there they where group members. and i cant set misty and rocko as pokemon to my group XDD

and thanks for the encouter tip! i will try it right now.

and that i also want to say i dont like all the extras in the last games like contests, breeding and so on. my absolute favourite game was pokemon yellow, because it was like the original story. but it would have been so great to rerelease it in color q.q

Here's the latest update: I've managed to implement a mechanism for defining custom Pokemon. Here's a portion of the text file, pokemon.txt, for doing so:

Code:

# This text file describes each Pokemon in the game.
# The file is divided into sections, and each section's title is the
# Pokemon's number enclosed by two square brackets like this: [120]
#
# Each section can have any number of entries. The entry's name and
# the entry's value are separated by an equal sign (=).
#
# Here are the possible entry types:
#
# Name - Name of the Pokemon.
# Kind - The kind of Pokemon.
# Pokedex - Description of the Pokemon as shown in the Pokedex.
# Color - Body color of the Pokemon. One of Red, Blue, Yellow, Green,
# Black, Brown, Purple, Gray, White, Pink.
# Type1 - Type 1 of the Pokemon. Required.
# Type2 - Type 2 of the Pokemon. If this is omitted, this Pokemon
# has a single type.
# Height - Height in meters, rounded to the nearest tenth of a meter.
# Weight - Weight in kilograms, rounded to the nearest tenth of a kilogram.
# GenderRate - Gender rate of the Pokemon. One of FemaleOneEighth,
# Female25Percent, Female50Percent, Female75Percent,
# AlwaysMale, AlwaysFemale, or Genderless.
# BaseStats - Base stats of the Pokemon for HP, Attack, Defense, Speed,
# Special Attack, and Special Defense.
# Rareness - Catch rate. A higher number means the species is easier
# to catch.
# BaseEXP - Base experience. A higher number means more experience
# is gained when the species is defeated.
# Happiness - Starting happiness when caught. Normally equal to 70.
# GrowthRate - Growth rate. One of Fast, Medium, Slow, Parabolic, Erratic,
# or Fluctuating.
# StepsToHatch - Number of steps required before egg hatches. Should
# be a multiple of 256.
# WildItemCommon - Item commonly found in this species in the wild.
# WildItemRare - Item rarely found in this species in the wild.
# Compatibility - Compatibility with other species for breeding purposes.
# A comma-separated list of two numbers. If either number is 15, this
# species cannot breed.
# EffortPoints - Effort values for HP, Attack, Defense, Speed,
# Special Attack, and Special Defense, earned when the species
# is defeated. From 0 through 3.
# Abilities - One or two abilities possible for this species.
# Moves - Third-generation moves learned by this species by gaining levels.
# This is a comma-separated list consisting of pairs of move-level entries.
# Evolutions - Evolved forms of this species.
# This is a comma-separated list consisting of triples of entries, where
# the first is the evolved form, the second is the evolution type, and the
# third is data that depends on the evolution type. Evolution types are:
# Field 2's value Field 3's value
# Happiness ---
# HappinessDay ---
# HappinessNight ---
# Level Level
# Trade ---
# TradeItem Item's internal name
# Item Item's internal name
# AttackGreater Level
# AtkDefEqual Level
# DefenseGreater Level
# Silcoon Level
# Cascoon Level
# Ninjask Level
# Shedinja Level
# Beauty Minimum Beauty factor
# EggMoves - Third-generation moves that the species can learn only as
# an egg. This data is valid only if the species is in its lowest evolutionary form.
# Machines - A comma-separated list of third generation TMs and HMs
# that can be taught to this species.
# TMs 01 through 50 have IDs of 1 through 50, and HMs 01 through 08 have
# IDs of 51 through 58.
#
# --- Image Files ---
# There should be five different image files for new Pokemon (XXX is the
# Pokemon's number):
# Graphics/Battlers/XXX.png - Front of the Pokemon.
# Graphics/Battlers/XXXs.png - Shiny front of the Pokemon.
# Graphics/Battlers/XXXb.png - Back of the Pokemon.
# Graphics/Battlers/XXXsb.png - Shiny back of the Pokemon.
# Graphics/Icons/iconXXX.png - Icon of the Pokemon. This is a two-frame animation.
[1]
Name=BULBASAUR
InternalName=BULBASAUR
Kind=SEED
Pokedex=BULBASAUR can be seen napping in bright sunlight. There is a seed on its back. By soaking up the sun's rays, the seed grows progressively larger.
Type1=GRASS
Type2=POISON
BaseStats=45,49,49,45,65,65
Rareness=45
BaseEXP=64
Happiness=70
GrowthRate=Fluctuating
StepsToHatch=5120
Color=Green
Habitat=Grassland
EffortPoints=0,0,0,0,1,0
Abilities=OVERGROW
Compatibility=1,7
Height=0.7
Weight=6.9
GenderRate=FemaleOneEighth
Moves=1,TACKLE,4,GROWL,7,LEECHSEED,10,VINEWHIP,15,POISONPOWDER,15,SLEEPPOWDER,20,RAZORLEAF,25,SWEETSCENT,32,GROWTH,39,SYNTHESIS,46,SOLARBEAM
EggMoves=LIGHTSCREEN,SKULLBASH,SAFEGUARD,CHARM,PETALDANCE,MAGICALLEAF,GRASSWHISTLE,CURSE
Machines=6,9,10,11,17,19,21,22,27,32,36,42,43,44,45,51,54,55,56
Evolutions=IVYSAUR,Level,16

i want to have misty and rocko walking behind me. i just made it with events, so that misty join me. and the running thing i did with move action - walk to the player. but it only works for one map. and when it came to a new map, then i have to do the same event again, where i step on, then the character runs behind me. but i don't have enough fields left on some maps to set it xd and then there's the problem with disappearing after i went with her to her arena, now i thought to use an item, that she gives me and i lose when she lefts, and so on..but that's soo complicated, isn't there an easy way? i think some years ago i found a script for maker 2000, where this problem was solved. but there they where group members. and i cant set misty and rocko as pokemon to my group XDD

hm... i think it means that you put in something in the encounter.txt file that you shouldn't have, post it and i'll check for you, other wise, go through it and look very carefully. that's prity much it.

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